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Japan Reviews Video Games Wrestling

ChocoPro Happy Festival Video Game Review

ChocoPro, formerly Gatoh Move, is a Japanese pro-wrestling company based in Ichigaya Japan. Founded by near 30 year wrestling veteran Emi Sakura, ChocoPro embraces and embodies Sakura’s core belief that wrestling should be fun for both the audience and the wrestlers.

For the last couple of years a ChocoPro themed mobile game has been in development, and today the anticipation came to an end with its release.

Having evolved from a joshi (women’s) wrestling company ChocoPro’s core roster is primarily women, but they are a fully intergender company featuring a number of both men and women wrestlers on every show. As such the ChocoPro wrestlers in this game include both women and men.

ChocoPro Happy Festival is a collection of 9 mini-games each featuring one of ChocoPro’s wrestlers. Wrestlers featured include reigning Super Asia Champion Mei Suruga, Sayaka, Chie Koishikawa, Tokiko Kirihara (Otoki), Sayaka Obihiro (Obi), Emi Sakura, Miya Yotsuba, Baliyan Akki, and DDT Pro’s Masahiro Takahashi (Masa)*. There might also be a special guest appearance lurking about.

Adorable chibi versions of the wrestlers are used on the games. The visuals are gorgeous. The chibis capture the essence of the wrestlers, the backgrounds and details are great, and everything is colorful and vibrant.

The games are straight forward, as expected and appropriate for mini-games, but still amusing and addictive. There’s a nice variety of game types included. Three are side scrollers, two are stop the gauge games, one’s a matching game, two are reaction games, and the last a speed puzzle.

Thematically they’re fantastic. From Mei running along jumping around collecting apples to Sayaka elbowing dummies out of the ring for distance to feeding Her Highness cake and so on each game was clearly carefully designed with great knowledge and respect for the subjects.

Instrumental versions of familiar songs from Gatoh Move and ChocoPro through the years have been adapted to be used for the various menu screens, and each wrestler’s stage features their entrance music. Music is so closely intertwined with a wrestler/promotion’s presentation that it’s inclusion in something like this feels necessary, and was done excellently.

There’s effort and care visible in every aspect of the game. Wonderful little details, like glasses piling up around Masa as you serve him more and more beer during his game or the various levels of happiness or disappointment the wrestler has after the game depending on how you did are great touches. The loading screens during installation are cool profiles of the included wrestlers (which I wish there was a way to view on demand – there’s thankfully no loading screens needed during play after the game’s installed).

Speaking of Masa’s game, it’s likely the reason for the 17+ years old rating this has in the Apple App Store. There’s really nothing else in here beside the alcohol inclusion that would push this above an all ages rating.

The other half of the package here is the rewards system. Choco Points earned in the mini-games can be redeemed for icons and photo tickets. Photo tickets will randomly unlock one of 300 photos. Unlocked photos can be viewed in the photo album, as well as chosen to be featured on home screen. Photos include action and posed shots of ChocoPro wrestlers.

To be honest I’m mostly a console gamer and don’t play/buy mobile games often. So I don’t have much frame of reference on the $12 price point for a mini-game collection of this type. I will say that this is well made and is a wonderful pickup for fans of the company, and for me was definitely worth getting.

It’s really cool to see this game go from concept to fully released, and it turned out great. ChocoPro Happy Festival is a love letter to the company, and an easy recommendation.

——-

*It would feel like an omission to talk about Masa in this post without mentioning that he is currently out with a major neck injury. He recently was released from ICU and is starting rehabilitation. Wishing him a speedy and complete recovery.


Thanks to everyone who’s given this a read. 2024 was a sporadic return for this blog and I hope to sustain more regular updates going forward in 2025. Derailments of Thought currently updates once to twice a week.

If you enjoy the blog any support is appreciated, including shares on social media and simply continuing to read. If you happened to be inclined and able to help out monetarily please see my  Ko-fi page. Every little bit helps.

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Japan Reviews Video Games Wrestling

Tokyo Game Show AEW Matches 9/16/22

September 16, 2022 in Tokyo, Japan

Back in 2022 Tokyo Game Show, an annual video game trade fair, featured several AEW sponsored wrestling matches to promote the release of AEW Fight Forever. The eventual game itself was less than warmly received, but the unique matches had quite a bit of buzz around them from those lucky enough to catch them.

The lineup contained a mix of a few select AEW roster, some Japanese wrestlers who had appeared for AEW, a couple of DDT’s stars and one of TJPW’s top rising stars (at the time). Most of them worked two or more matches through the weekend. There were a total of 9 matches over the three days involving 10 different wrestlers.

These matches were recently put up for streaming on the Wrestle Universe platform (subscription required). They involved a lot of my favorites wrestlers of all time on both the women and men’s sides so I’m thrilled to see them finally shared.

Christopher Daniels vs Chris Brookes

Winner faces Takeshita later in the last match of the day. First of many dream matches in this lineup for me. Been watching Daniels wrestle for well over a decade starting back in ROH, and I’m extremely familiar with Chris via ChocoPro.

Daniels has worked Japan a lot in the past and is part of AEW talent relations, so was a natural choice to be involved in this. Brookes has been DDT roster for years, making this an interesting matchup of two foreigners well established in Japan. All of the other competitors in these matches are Japanese.

Daniels was getting close to 30 years in at the time of these matches. He retired from in-ring competition earlier this year.

On a completely random note, Chris has incredibly awesome entrance music.

Brookes’ size advantage vs Daniels’ experience edge anchored this match. It was all about Daniels picking Chris apart and Chris fighting back with holds and high impact strikes and moves. Solid, straightforward stuff that was exactly what it needed to be as the initial offering to a potentially largely unfamiliar audience.

Ending saw Daniels hide behind the ref when Chris up top and kick ropes to cause an unfortunate landing for Brookes. With Chris crumpled on the mat the Best Moonsault Ever (BME, a triple jump up the corner turnbuckles into a moonsault) was academic for the for win.

By the numbers finish in the best way possible that gave Chris an out and let Daniels proceed to Takeshita.

Daniels teased heel tendencies during the match and went full bore during the post match interview by attacking his translator (Michael Nakazawa) to send a message to Takeshita. Takeshita came out and Daniels bailed, saying they’ll face when he says so. Super efficient way to set up a story for their impending match.

Ryo Mizunami vs Hikari Noa

Such a treat to see these lost Hikari matches. She was a personal favorite who left wrestling last year. The three women’s singles matches across this event are basically her running a gauntlet of several of my other favorites. A rising star in TJPW at the time, these were her first and only AEW affiliated matches. The other women participants had all appeared for AEW before. She starts with the charismatic powerhouse Mizunami.

Mizunami easily overpowered Hikari in the opening lockup, absorbed Hikari’s dropkicks like they were nothing, and wiped her out with several shoulder tackles.

It was made crystal clear that Hikari was fighting an uphill battle here, and her tenaciousness was the story. She fought tooth and nail to even get a hair toss, which took several attempts and stomps to Ryo’s feet to be able to move the much larger competitor.

Mizunami easily reversed a scoop slam, and later when Hikari floated out of another slam attempt by Mizunami the latter simply leveled Hikari with a chop. A Camel Clutch tortured Hikari until she could make the ropes, she took machine gun chops in corner, and so on. At one point was nailed with and STO and Mizunami’s big leg drop for a super close 2.

But Hikari was the best kind of persistent underdog and fought back whenever she got an opening. At one point she countered a corner rush with a dropkick, ducked a Mizunami lariat then hit a flying clothesline, then threw her dropkick barrage at the powerhouse. Later a great rolling cradle got 2. Other close calls for Mizunami came from a sliding rollup with a bridge and a superkick barrage.

Late match Mizunami took a superkick but then fought off a Blizzard Suplex setup and nailed Hikari with a lariat followed by a spear. Hot Limit (Cradle Shock variant) ended it.

Energetic encounter with the outmatched Hikari throwing all she could at Mizunami until she had nothing left. Perfect match for the participants. Fun stuff.

Christopher Daniels vs Konosuke Takeshita

Daniels slaps away handshake offer to remind everyone he went full heel earlier in the day. This is about 6 months before Takeshita’s big heel turn in AEW, and he was 100% pure babyface in this time period. Takeshita started in DDT but now primarily wrestles in AEW, being official roster for both companies (and recently NJPW as well).

Daniels pulled Takeshita’s hair then gloated about taking him down. In turn Takeshita LEVELED Daniels with a slap. Ten seconds in and the battle lines are drawn, the characters clear, and the crowd engaged.

Takeshita got a huge reaction for landing some big shots on Daniels early. He teased an inside out suplex from the apron, but Daniels went to the eyes and proceeded to control for a while. Highlights included a sweet Saito suplex, and mounted punches to *back* of Takeshita’s head in the corner in an unusual and brutal looking spot.

Later a back elbow and a lariat gave Takeshita some daylight, and the pace picked up. Takeshita hit a gorgeous plancha then back in a Blue Thunder Powerbomb got 2.

Daniels dodged Takeshita’s jumping and hit Angel’s Wings… FOR ONE?! Great use of the quick kickout there.

Takeshita fought back with a rolling elbow, but his charge in the corner eats boot. BME gets 2. Having Takehista tough things out and survive the move that put Brookes away earlier is particularly nice layered storytelling for anyone who attended both matches.

A palm strike with Takeshita up top set up a FrankenSteiner attempt by Daniels. But he was pushed off and ate canvas. A jumping knee from the turnbuckles followed, then Takeshita hit another for good measure to get 3.

Formulas are formulas for a reason. Great little feel good, well worked face over heel match. Hottest match of the day.

All three of these matches were a blast and exactly what they should have been for the event. Really impressed with how it was all handled and presented, and at a solid 9-10 minutes of action apiece these were a great way to promote the game and potentially introduce new fans to AEW and wrestling in general. Looking forward to watching the rest.


Thanks to everyone who’s given this a read. 2024 was a sporadic return for this blog and I hope to have more regular updates going forward in 2025. Derailments of Thought currently updates on Wednesday and Saturday.

If you enjoy the blog any support is appreciated, including shares on social media and simply continuing to read. If you happened to be inclined and able to help out monetarily please see my  Ko-fi page. Every little bit helps.

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Art Cards Comics Japan Manga Video Games Wrestling

Beautiful Dreams 4: More Art of Juri the Dreamer

It’s been almost two years (wow 2020 threw off my sense of time) since my last spotlight on the work of my favorite artist, and I’d like to share and talk about more of her incredible work and some of the inspirations behind the pieces. See Beautiful DreamsBeautiful Dreams 2, and Beautiful Dream 3 for more about Juri H. Chinchilla’s art, including past pieces I’ll be mentioning in this write up.

Juri’s Personal Sketch Cards (PSCs) have been a great opportunity to request particular subjects and design elements. One of the more unique requests I’ve made was a card featuring one of my favorite professional wrestlers, and I adored it so much that I’ve followed up with several more since. Juri’s done an AMAZING job depicting these previously unfamiliar to her subjects and these are in many ways the pride of my entire art collection. See Another Wonderful Way Pro-Wrestling is Art 3 for more about the above works featuring Jenny Rose & Sareee and retired Ice Ribbon wrestler Tequila Saya.

Gatoh Move is one of my favorite wrestling companies, and it’s so wonderful to see the roster represented in absolutely stunning form on the above six card PSC puzzle by Juri. The top row of cards feature Sayaka Obihiro & Mitsuru Konno, Emi Sakura & Riho, and Chie Koishikawa & Tokiko Kirihara. The bottom row has Yuna Mizumori & Mei Suruga, Sayuri & Sayaka, and Lulu Pencil & Rin Rin.

The timing on these cards ended up being suitable in many ways. They were completed shortly after Sakura’s 25th Anniversary in wrestling and shortly before a personal favorite of mine, and the wrestler I’ve requested Juri draw the most, Mitsuru Konno retired.

Riho is Gatoh Move’s former ace, and shortly after she left to go freelance the company the core roster doubled in size with the debut of six rookies (Chie, Tokiko, Sayuri, Sayaka, Lulu, & Rin Rin). I love the encapsulation of the company’s past, present, and future around that time on this batch of cards and Juri knocked this out of the park. As usual I only specified the subjects and an occasional small detail like particular gear. The layout, poses, and incredible way these all fit together into a larger scene is all Juri and I couldn’t possibly be happier with how it all came together.  

One of the first PSCs I got from Juri was an incredible depiction of the Darkstalkers “sisters” Morrigan and Lilith, two of my favorite fighting game characters to play. In the last Beautiful Dreams feature I showed a larger, equally amazingly done drawing of the former. Later on Juri revisited and completed a wonderful Lilith companion piece I am very happy to add to my collection.

Juri’s range in styles and subjects is highlighted in striking renditions of video game, comic, and movie characters such as Nakoruru from Samurai Showdown, X-men’s Psylocke & Emma Frost, and DC’s Enchantress.

I discovered Perna Studios‘ high quality card sets through Juri’s art, and her work for them continues to be incredibly perfect for the subject matter. Her hauntingly beautiful black and white ghost from the Hallow-Ink set and fantastically playful Alice in Wonderland Artist Proof (AP) from Classic Fairy Tales 2.

Iconic Creations (which I hope to write about in more detail soon) has been releasing incredible card sets based around literature and legends. Juri’s sketch cards for the sets have been wonderfully evocative of the subject matter, particularly the stunning Snow Queen and swordswoman APs I got from the Christmas Literature and Way of the Sword sets.

Iconic’s sets feature a variety of way to showcase the stunning art they include, including special cards like wood sketch cards and other inventive variants. The prize centerpieces of their sets are the oversized wooden “box toppers.” I was lucky enough to have an opportunity to get Juri’s box topper AP from the Christmas set, and pull her box topper sketch card from Treasure Hunters. Both my requested Ghosts of Christmas AP and Juri’s mermaid are absolutely breathtaking.

I mentioned another favorite company of mine, Ice Ribbon, above in relation to Tequila Saya. Their ace is featured on one of the newest PSCs I’ve gotten from Juri. It’s part of a duo of cards I’ve had planned for a while. During my first trip to Japan I saw a match between two phenomenal teams that remains one of my favorites of all time, and Juri’s renditions of the two pairs are simply incredible.

SEAdLINNNG’s Arisa Nakajima & Ice Ribbon’s Tsukasa Fujimoto, known as Best Friends, are two top tier singles competitors who are even more fearsome as a team. I adore Juri’s illustration of the pair with Ice Ribbon’s International Tag Ribbon Championship Belt.

The Jumonji Sisters, consisting of the since retired Sendai Sachiko & her sister Dash Chisako, were the epitome of poetry in motion. It was a privilege to get to see them in action live a couple of times before Sachiko retired, and the casual confidence and closeness Juri captured in their card is absolutely perfect.

Dash still wrestles for Sendai Girls and is simply incredible. She was previously featured in a solo PSC by Juri mid flight of her jaw dropping Hormone Splash (top rope frog splash).

Tokyo Joshi Pro is an incredibly fun promotion filled with a wide variety of characters and styles. I’m a huge fan of Hikari Noa, and Juri captured both her idol and wrestler aspects showing off the wonderfully cute side of the deathmatch loving Up Up Girl.

Yuka Sakazaki is arguably the best high flyer in all of wrestling, and always a joy to watch. I love the sense of motion Juri achieved in her beautifully detailed depiction of TJPW’s Magical Girl.

The last card I’ll talk about here card is special, as well as sad. Hana Kimura was an incredible young wrestler who tragically passed away last year due to suicide amid a myriad of online harassment and other factors. Hana was one of my favorite performers in her home promotion and had striking charisma. She was always fun to watch in the ring and always seemed to go out of her way to be friendly to fans and make sure everyone was having a good time

Juri wonderfully captured Hana in a gorgeous card that is a great remembrance to someone dearly missed.

Rest in Peace Hana.

More information about Juri’s art can be found on her artist page. I hope to continue to follow and collect her wonderous creations for a long time to come. 🙂

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Reviews Video Games

Knives Out Review

“This is a twisted web, and we are not finished untangling it, not yet.”

I adore a good mystery, so between a strong cast and a playfully intriguing trailer I was really excited for Knives Out. And a damn good mystery is exactly what I got.

I’m going to say pretty much nothing in terms of details to avoid spoiling the ride, but this was a compelling journey that I didn’t quite know what to make of until it was done. I cannot overstate what an important and truly wonderful quality that in a mystery/suspense story.

It’s not quite as madcap as the trailer makes it look (when I first saw the trailer I actually thought it was a Clue remake), but that’s not a criticism. There’s just the right touches of quirkiness, as it tweaks and pokes fun at the genre as much as it embraces it to wonderful effect. Sly touches of satire and commentary along with a phelthora of pitch-perfect performances all fully support and flesh out, rather than detract from, the unfolding drama.

Simply put, Knives Out was fantastic.

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Reviews Video Games

AI: The Somnium Files Review

Kaname Date is a special agent of a futuristic police department, Advanced Brain Investigation Squad, specializing in exploring people’s subconscious in the course of their investigations. A murder case isn’t necessarily his normal assignment, but …

9 Hours, 9 Persons, 9 Doors remains one of my favorite games of all time. Virtue’s Last Reward and Zero Time Dilemma were solid follow ups to round out the Zero Escape trilogy and quite good in their own right (although they did start to collapse a bit under their own weight as the stories became more involved and grew in scope).

So a fresh start of a brand new mystery game by the same director was something I was extremely excited for. And AI is every bit as fantastic as I hoped.

The gameplay is divided between visual novel-like sections of gathering information and investigating crime scenes, and Somnium sections in which the player explores the subconscious of reluctant persons of interest in a dream-like setting.

It boasts a layered, subtly constructed story that unfolds in pieces across branching paths. Each branch feels solid and satisfying as a self-contained narrative, while giving carefully rationed hints about the big picture that only fully come together as all the branches are played. Using the Somnium sections as the branching points is a great choice, as there’s natural splitting opportunities narratively and gameplay-wise no need for the player to hunt around aimlessly to find the different story paths. The gameplay is top notch overall and brings some nice innovations to the genre.

The technology and sci-fi elements, which are extremely important to AI’s tale, are well used and explained in pieces as needed to avoid too much info dumping.

It’s really amazing how well balanced and executed everything is here. There’s just enough branching, and the way pieces of the puzzle are interspersed between the different tracks is excellently done. The complex story is explored just right, avoids straining to contain its own weight like VLR and ZTD. It strikes me as accessible either by playing down a single path until finished (or temporarily blocked by the need for information from other parts) or by jumping around a bit (which is how I chose to approach it). That’s really difficult to get just right, and an impressive achievement.

The characterizations, twists, general atmosphere and ever increasing feeling of tension all combined to create a tangible “can’t stop playing” feeling, gripping me unlike any other game in quite some time.

The valid possible solutions, suspects, and theories are great and make this an incredibly compelling experience. In fact the red herrings almost too good, as some false leads felt just a touch more interesting than the actual developments. Small criticism though, as the overall tapestry of AI’s tale is still excellent and incredibly well woven.

The limited turn mechanic in the Somnium sections can be a little frustrating mid-game when the difficulty ramps up. But if approached with the perspective of needing to gather information on the first couple of tries to “solve” it and enjoying the additional context exploring “wrong” choices gives this slight negative can be rapidly eliminated.

Certain aspects are also a bit overdone, and an argument can be made that scaling them back touch would enhance the tone and impact of the larger story. But overall it’s all within tolerable limits and the vast majority of the game is pitch perfect.

AI: The Somnium Files is a truly creative game boasting an imaginative story, solid and engrossing gameplay, and satisfying, captivating mysteries. This really covered all the bases for me and is easily my game of the year, something I honestly didn’t expect in competition with things like (the also great) Fire Emblem: Three Houses in the conversation. Simply fantastic.

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Reviews Video Games

Dead or Alive 6 Review

It’s been a long time since the last installment of the game series as famous for its fanservice as its fighting, but at last it’s time to take a look at Dead or Alive 6.

 

Dead or Alive 6

 

I enjoy Dead or Alive for what it is, and have always found the actual fighting game beneath DOA’s famous fanservice exterior engrossing. DOA 6 does still have those solid mechanics at its heart, so individual games are still fun and engaging.

It also looks amazing. There’s a real sense of grit and impact during the fights, and the little details are incredible. Visually the game is stunning and another leap forward.

But to be honest if the time/resources spent on battle damage and making little cuts appear on the fighters was at the expense of all the steps backwards… I could have done without.

 

Where’s My Partner?

I’ve always played these games primarily in single player, and with Playstation’s switch to needing PS+ to play online for the PS4, my intension for DOA 6 is exclusively single player. In DOA 4 and 5 survival mode, often the tag version, was far away what I spent the most time playing long term.

So the first major disappointment of DOA 6 is tag mode being completely absent. A lot of the fun of single player was to be had by trying different teams and discovering their tandem moves, how/if they interact, etc. It felt different than the solo modes and made for a nice change of pace. Thus right off the bat nearly half the content I was looking forward to in the game is gone.

Also gone is a new innovation from DOA 5, cliffhanger blows and throws. They weren’t important, but it was something new and entertaining. The main gameplay addition this time is essentially a revised/expanded version of the power blows from DOA 5 and associated elements. The returning characters, which is everyone except two newcomers (and there are of course previous characters missing to “make room” for them), play pretty much exactly the same as in previous games . This consistency is actually mostly desirable, but perhaps more should have been tweaked/added given everything what was taken away.

 

1 out of 1,000 ?! O_o

Part of the interest in continuing to play DOA is getting rewards for progressing in the form of new (admittedly often ridiculous) costumes, and that small motivation does make trying different characters and repeated plays through things like Arcade Mode more interesting and enjoyable.

Tecmo has also monetized costumes and fanservice in DOA to ridiculous degrees via DLC. The trend of DLC in fighting games hasn’t bothered me as much as other gamers as long as what was provided in the original purchase seemed a reasonable core game for the price, and that nothing was “partially” locked gameplay-wise. In DOA5 I thought the initial package was reasonable enough, and supplemented by buying a few of the costumes here and there that amused me the most. I never felt “forced” to buy extra content, or that I had an incomplete or lacking game without it. I did feel they could have included a bit more and been a tad less aggressive about the pricing and packaging of new costumes, but again, enough was provided with the initial game purchase to be reasonable.

That changed this time around. The problem isn’t so much the number of included costumes, which is similar to past iterations (although there are more simple color swaps, which is cheap), but rather the new unlocking methods.

In past games, clearing Arcade Mode (for example) with a character would generally unlock one of the included costumes for that character. Direct correlation to the character being played, reasonable amount of time/effort/achievement involved, and no extra menus/costs/etc.

Here clearing Arcade Mode gets a single digit number of “pattern parts” (unlocking points). Costumes can’t be unlocked until their pattern part threshold had been collected, and then it also requires use of ANOTHER in game currency (admittedly this one is much easier to come by). Parts cost for costume range from 100 to 1,000, meaning time spent in the parts of the game I personally enjoy and play most is USELESS for unlocking things.

Adding insult to injury, the parts earned are RANDOMLY assigned, so playing a favorite character no longer means any progress is necessarily being made towards more costumes/accessories/etc for them, nor can the player concentrate that pathetic amount of points earned into one place to hope it adds up to something semi-reasonable eventually.

The only single player mode that provides a reasonable amount of points is Quest Mode, preset matches with objectives to fulfill while playing (execute a certain number of a a particular type of move, perform combos, etc). The random point assignments are even more maddening here, as when the computer decides for example to allocate a 400 parts reward to a costume that only needs 100 (which has happened to me several times) those other 300 are lost and wasted. As quests are finite, can’t be replayed, and don’t provide enough points to unlock everything even if allocated perfectly, this is yet another design decision that’s a slap in the face of the player.

 

***NOTE: Since I’ve started playing the other single player modes have suddenly started awarding a reasonable number of pattern parts, on par with what Quest Mode provides (although still randomly assigned). A closer look indicates this is because they have decided to run a “Release Celebration” in which the earned amounts are multiplied by up to 100. Short term it fixes one big complaint. Since it’s a temporary thing, this smacks of wanting to quiet valid criticisms while the game is new, then revert to form.  ***

 

Open the Wallet

So now if a player specifically wants costumes for their favorite characters, the ONLY sure way to proceed is purchased content (or playing hundreds of hours and crossing one’s fingers). Costumes are generally bundled by theme with one for each of several included characters, so even when PAYING EXTRA it’s impossible to concentrate on exactly what one wants. The first season pass for DOA 6 DLC was made available on release day, and costs 1.5 times the cost of the game for two characters and three months worth of costume DLC (62 costumes, which may not even include all costumes released in those 3 months). Reminder, that’s just the BEGINNING of their DLC plans.

On last complaint about the DLC approach for this game. I mentioned above that beyond feeling a game is incomplete / feeling like the publishers are trying to force a purchase of extra content, I have any issue with “partially locked” content. I don’t mean locked content being on the game disc. I understand why some have an issue with this, but as I said as long as what I got seems reasonable for the price I’m fine. What I mean is content that is included in parts of the game but then needs to be paid for to be used in others. Of course DOA 6 chose to do this. Two characters are playable in the previously mentioned Quest Mode (and as the quests are preset playing those characters is required to fully complete this mode), but are locked in the rest of the game unless purchased (or unlocked with a pre-order bonus code).

 

A Story Worth Telling?

DOA 6’s Story Mode continues from the fallout of the events in DOA 5. I don’t know if it’s the translation or the original writing, but the dialog is extremely stiff and awkward. I do like the setup of parallel “episodes” in each chapter, but this potentially interesting structure is let down by breakneck, uneven pacing and ridiculous choices on what to show and what to skip. They clearly tried to keep each piece as short as possible while jumping around to feature every character exactly as little as they could get away with, and it makes all the interactions feel unnatural.

The tournament itself, built up to in many of the early segments, is a complete afterthought when it happens, with key pieces skipped (I have extensive feelings and theories about this, but will refrain from discussion due to spoilers). I will say one of the few matches actually shown/played is treated so inconsequentially they don’t even bother to mention which round it occurred in, and its participants (including the winner who presumably advanced) aren’t seen again.

I could keep going (and the absence of an important character in the entire second half of the story is another rant altogether), but the point has been made I think. Some of the plot threads are interesting and I really would have liked to see this come together better as I do like the mythos, but the story mode overall is pretty lacking this time around.

Going back to the above bonus unlocking issues, no pattern points are earned for story mode. But from what I understand it has to be completed for certain costumes to become available for points to affect, so another layer of complication for the top of the pile.

 

One last side note before I wrap up: There was even more of a … debate… about DOA’s fanservice this time around. Without getting into it too much, early on Tecmo seemed to be courting a more serious image with the added violence effects, and what some called a move towards “modest” costumes (although I’m not sure skin tight ninja outfits, etc are really all that modest per se, but more skin is covered in several of the new starting costumes for both women and men than previously). Thing is, the racy, skin bearing costumes are still in the game. They’re just not the ones unlocked to start. The computer is free to use any costumes, and of course online opponents may use anything they have unlocked or purchased, so such costumes will be seen while playing regardless. So anyone wanting a less fanservice heavy DOA isn’t going to find it, and anyone for whom the fanservice is the main draw is back to the purchase/unlocking issues I discussed above. If anything Tecmo created a bit of a false air of “changing the image” of DOA while just shuffling things a bit so they make more money off what a large portion of their established fanbase expects from the series.

 

 

Final Thoughts:

Did I enjoy playing this?

Yes, for a time. As mentioned above the mechanics are intact and individual games are still quite enjoyable.

I know the majority of this review was critical, but keep in mind this is all from the point of view of a longtime player of the series and involved discussion of several outside factors. If spending money, tag mode, unlockables, etc do not matter to a player and their only concern is “are the mechanics good and the fighting itself fun?” the answer is yes.

 

Is there anything here to keep me coming back like the previous games did? 

No. Emphatically no. I don’t personally play online, am not going to spend tons on DLC, and while I appreciate the excellent graphics they’re not the end all and be all for me. The things that made DOA games impossible to put down for me personally have largely been gutted.

 

Did/will I get my money’s worth out of it over continuing to play DOA 5 Final Round?

Debatable, leaning no.

It’s technically proficient, beautiful, and has sections heavily tailored to teaching the game, so is an easy recommendation for new players interested in DOAs brand of fighting. But it feels like an infinitesimal step in everything but graphics that it advances and a huge step back in what it offers the player in variety. More of a DOA 5 Part 2 than an actual sequel in my mind, and frustrating even in those terms.

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Anime Art Cards Comics Manga Video Games Wrestling

Beautiful Dreams 3: More Art of Juri the Dreamer

It’s been a year and change since my last spotlight on the work of my favorite artist, and I’d like to share and talk about more of her incredible work and some of the inspirations behind the pieces. See Beautiful Dreams and Beautiful Dreams 2 for more about Juri H. Chinchilla’s art, including past pieces I’ll be mentioning in this write up.

 

 

Juri’s Personal Sketch Cards (PSCs) have been a great opportunity to request particular subjects and design elements. One of the more unique requests I’ve made was a card featuring one of my favorite professional wrestlers, and I adored it so much that I’ve followed up with several more since. Juri’s done an AMAZING job depicting these previously unfamiliar to her subjects and these are in many ways the pride of my entire art collection. See Another Wonderful Way Pro-Wrestling is Art 2 for more about the above works featuring WWE’s reigning Smackdown Women’s Champion Asuka, Sendai Girls’ phenomenal high flyer Dash Chisako, and the recently retired Happy Maker Aoi Kizuki.

 

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Misaki Ohata PSC by Juri H. Chinchilla.

 

Another favorite of mine also retired in 2018, and Juri’s strikingly posed Misaki Ohata with a wonderful background of venue lights is a great keepsake.

 

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Reika Saiki PSC by Juri Chinchilla.

 

Tokyo Joshi Pro’s Reika Saiki is known as the “Muscle Idol,” and all aspects of her strength and charisma as a wrestler, idol, and body builder are gloriously highlighted in Juri’s drawing.

 

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Mitsuru Konno PSC by Juri Chinchilla.

 

The last wrestler in this batch was also the first of all. Juri’s first rendition of Mitsuru Konno from Gatoh Move for me featured a great action pose capturing and combining Mitsuru’s strength, determination, grace, and beauty in a remarkable rendition. Equally wonderful is Juri’s quite different recent depiction, featuring Mitsuru in her newer wrestling outfit with a palpable sense of celebration and excitement captured.

With the exception of Dash doing her trademark frog splash, I didn’t specify poses and the layouts, details, and way Juri captured each subject are just wonderful. I couldn’t be happier with how these all turned out.

 

 

Juri’s work have are as diverse in creation method as they can be in subject matter. I’ve added a pair of wonderful paintings of hers to my collection, including a striking abstract and an atmospheric, haunting image of night in Rainy Gotham.

Another unique piece is Aquatica, which shows off Juri’s wonderful use of color in a gorgeous image of an original character.

 

 

As always Juri’s work for Perna Studios‘ high quality card sets is pitch perfect for the subject matter. I was lucky enough to get some Artist Proofs (APs)  from her for their most recent sets. For Witchcraft, I requested a female grim reaper from several artists, and I adore the delicate yet powerful feel Juri brought to her version. In the past I got a witch from Juri with some amazing ravens, so loved the idea of getting Celtic goddess Morrigan for her Classic Mythology III metal AP. Rounding out this group is a graceful moonlight scene featuring my favorite Greek goddess, Artemis, with just a touch of lurking menace as she hunts.

 

A very different Morrigan was part of one of the Personal Sketch Cards I got previously from Juri, an incredible depiction of the Darkstalkers character with her “sister” Lilith. Morrigan’s an old favorite and one of my most played fighting game characters ever, so I was thrilled to add this larger, equally amazingly done drawing of her to my collection.

 

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Continuing the video game theme are three new PSCs from some of my favorite game series. Makoto from Persona 5 joins my previous PSC of Elizabeth from the third game in that series, with a bold red background complimenting the deep blues of the other card. The wonderful balance of a sense of motion while still posing is a wonderful touch not only in the two Persona cards, but also accentuates Juri’s drawings of Fire Emblem’s Tharja, and Valkyria Chronicles 4’s Riley, as well as the Bombshells version of DC’s Raven and Clare from the manga/anime Claymore. Finally for this time around is a beautiful depiction of two of Juri’s original characters. The cards are all excellent and unique works showcasing Juri’s attention to detail and mastery of color in their own different ways

 

 

More information about Juri’s art can be found on her artist page. I hope to continue to follow and collect her wonderous creations for a long time to come. 🙂

 

 

 

Categories
Reviews Video Games

The Liar Princess and the Blind Prince Review

Just your everyday fairy tale about a singing wolf monster who makes a deal with a witch to transform into a princess in order to help try to get a caring prince she accidentally blinded his sight back.

 

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The Liar Princess and the Blind Prince has a whimsical story with just the right amount of emotional beats at its center. The wolf’s anxiety of being discovered while trying to do the right thing despite the lies she thinks she needs to maintain is a compelling framework for the puzzle platforming core. There were admittedly a couple of spots where imprecise mechanics were frustrating, but generally the gameplay is solid and engaging as the player switches between the wolf’s forms to guide and protect the prince as they venture through a dangerous forest. A well done storybook aesthetic completes the package nicely, and overall I found this game extremely engrossing.

 

Categories
Reviews Video Games

Gris Review

 

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Gris is an enjoyable platformer with a melancholy atmosphere and a sense of wonder. It’s absolutely GORGEOUS, with an evolving look as color slowly comes back into the world as the player progresses. I found the controls, evolving abilities, and game design well implemented (for the most part) and most importantly, fun.

On the flip side, there’s a touch too little exploration to be done of/in the engaging landscape, particularly in the wonderfully stark early section. The game will kind of railroad the player around at certain points, making it hard to get a sense of geography. When the visuals change dramatically and the game spins me around rapidly down several unclimbable slopes I often couldn’t tell if I was re-exploring an area I’d already visited or not. It didn’t significantly impact my progression, but did break immersion a bit. Also, some dramatic moments have their impact pretty much killed when control is either forcibly (by turning things into a cut scene in the middle of a pivotable moment) or subtly (having the player apparently in control but without their actions actually making a difference in outcomes) taken away.

So it’s not without its drawbacks, but there’s still a solid, engaging game in Gris well worth checking out for anyone who likes the idea of an “artsy” platformer shaped by its underlying themes.

Categories
Reviews Video Games

“The room gives you a feeling of deja vu… or has that not happened yet?”

The Sexy Brutale mansion and it’s extensive casino is home to a bizarre string of murders of the masked guests, a day of tragedy Lafcadio Boone will experience in a horrifying loop forever unless he can figure out how to prevent them and uncover the Brutale’s darkest secrets.

 

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As comes up often in this blog, I’m a sucker for a good mystery. I also have a soft spot for well done time travel elements. So when I stumbled upon The Sexy Brutale, a time travel mystery where the player explores the titular casino/mansion trying to prevent a series of gruesome murders, my curiosity was certainly piqued. I had no idea however of the full depth of wonders to be uncovered.

It’s made clear from the outset that the Brutale’s staff are committing the murders, so this isn’t a traditional “whodunnit” but rather a larger scoped mystery with deeper answers to uncover. The priest Lafcadio Boone is “blessed” with the ability to rewind the fateful day to gather information and attempt to prevent the murders and find the masked ball’s conspicuously missing host. The brilliant catch is Boone’s partially relegated to an observer’s role. He generally can’t be in the same rooms as the staff or guests so rather than being able to intervene directly the player has to sneak around the mansion, listen in on conversations for information, and take indirect actions to influence things. The approach is really unique and interesting in an adventure game, and beautifully executed.

The balance of story, with heavy amounts of intrigue and compelling mysteries to unravel, and gameplay, with engrossing puzzles and a real sense of exploration and progress, is perfect. The striking visuals that bring the mansion and its inhabitants to life and the haunting atmosphere they help establish were just some of the other excellent touches that made this a game I found it near impossible to put down. Every step of the way I was dying to tackle the next puzzle, piece together the next riddle, and plunge deeper into the Brutale’s world. I honestly can’t recommend this enough.